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C#: Add global::
namespace to generated source
Adds `global::` to the fully qualified types in source generators to prevent ambiguity.
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parent
5923df9234
commit
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12 changed files with 108 additions and 91 deletions
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@ -66,13 +66,13 @@ namespace Godot.SourceGenerators
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{
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INamespaceSymbol namespaceSymbol = symbol.ContainingNamespace;
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string classNs = namespaceSymbol != null && !namespaceSymbol.IsGlobalNamespace ?
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namespaceSymbol.FullQualifiedName() :
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namespaceSymbol.FullQualifiedNameOmitGlobal() :
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string.Empty;
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bool hasNamespace = classNs.Length != 0;
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bool isInnerClass = symbol.ContainingType != null;
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string uniqueHint = symbol.FullQualifiedName().SanitizeQualifiedNameForUniqueHint()
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string uniqueHint = symbol.FullQualifiedNameOmitGlobal().SanitizeQualifiedNameForUniqueHint()
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+ "_ScriptProperties.generated";
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var source = new StringBuilder();
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@ -124,14 +124,14 @@ namespace Godot.SourceGenerators
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source.Append("#pragma warning disable CS0109 // Disable warning about redundant 'new' keyword\n");
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source.Append($" public new class PropertyName : {symbol.BaseType.FullQualifiedName()}.PropertyName {{\n");
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source.Append($" public new class PropertyName : {symbol.BaseType.FullQualifiedNameIncludeGlobal()}.PropertyName {{\n");
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// Generate cached StringNames for methods and properties, for fast lookup
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foreach (var property in godotClassProperties)
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{
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string propertyName = property.PropertySymbol.Name;
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source.Append(" public new static readonly StringName ");
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source.Append(" public new static readonly global::Godot.StringName ");
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source.Append(propertyName);
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source.Append(" = \"");
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source.Append(propertyName);
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@ -141,7 +141,7 @@ namespace Godot.SourceGenerators
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foreach (var field in godotClassFields)
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{
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string fieldName = field.FieldSymbol.Name;
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source.Append(" public new static readonly StringName ");
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source.Append(" public new static readonly global::Godot.StringName ");
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source.Append(fieldName);
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source.Append(" = \"");
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source.Append(fieldName);
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@ -216,7 +216,7 @@ namespace Godot.SourceGenerators
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// Generate GetGodotPropertyList
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string dictionaryType = "System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo>";
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string dictionaryType = "global::System.Collections.Generic.List<global::Godot.Bridge.PropertyInfo>";
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source.Append(" internal new static ")
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.Append(dictionaryType)
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@ -340,15 +340,15 @@ namespace Godot.SourceGenerators
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private static void AppendPropertyInfo(StringBuilder source, PropertyInfo propertyInfo)
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{
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source.Append(" properties.Add(new(type: (Godot.Variant.Type)")
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source.Append(" properties.Add(new(type: (global::Godot.Variant.Type)")
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.Append((int)propertyInfo.Type)
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.Append(", name: PropertyName.")
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.Append(propertyInfo.Name)
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.Append(", hint: (Godot.PropertyHint)")
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.Append(", hint: (global::Godot.PropertyHint)")
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.Append((int)propertyInfo.Hint)
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.Append(", hintString: \"")
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.Append(propertyInfo.HintString)
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.Append("\", usage: (Godot.PropertyUsageFlags)")
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.Append("\", usage: (global::Godot.PropertyUsageFlags)")
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.Append((int)propertyInfo.Usage)
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.Append(", exported: ")
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.Append(propertyInfo.Exported ? "true" : "false")
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